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Matrix Games and Advanced Gaming Systems are pleased to release the v3.9.4 update for their award winning naval warfare simulator, Harpoon 3: Advanced Naval Warfare. The new update includes over 50 fixes and several additions and tweaks to overall gameplay.
As was mentioned in our past few releases, the 3.9.x series of updates are aimed at improving game stability and increasing responsiveness to customer feedback, with the goal of improving the entire game experience for the Harpoon community.
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A comprehensive third-party list of 214 * Known Harpoon [ANW] Issues has been exhaustively collected on HarPlonkHQ since the release of Harpoon ANW 3.7.0 Now that the 3.9.4 patch has been released, the list has been checked to see what has changed. While it is by no means definitive, it is believed that:
These 42 behaviours appear to have been resolved by the 3.9.4 patch:
Planes show zero re-loads available when AirOps [F6] button depressed. However, re-loads are available when AirOps is selected for individual hangars and runway.
Aircraft ready display shows all planes available at a base regardless of the Base's ability to launch them. Previously, when a base was damaged, those aircraft not able to launch (i.e. Large/VLarge planes) no longer showed up in the Ready menu until the runway was repaired.
Sonobuoy mission cancels on its own due to inability to deploy active sonobuoy and causes all other helo sonobuoy formation patrols to revert to Minimal loadout. (Originally reported by Vincenzo Beretta)
Unarmed units will not be engaged by AI units (sub or ship) on Plotted mission. This is due to the fact that the targets pose no 'threat' to the AI unit thus elicits no response. Once weapons are added to the targets, they are immediately attacked.
Target at -1200m cannot be engaged directly, but torpedoes fired on BOL will still dive below the maximum depth of their propulsion system (-500m) to kill target
Torpedoes ignore cruise depth set by the database even when the "Level Cruise Flight" flag has been set and a value has been entered in the "Cruise Altitude" field. They stay at the depth at which they were fired.
CASS Active Sonar Sonobuoys carried by S-2 Trackers do not deploy when the "Drop Active Sonobuoy (])" hotkey is depressed. However, they do deploy with "Drop Passive Sonobuoy ([)". "," and "." hotkeys seem to work properly.
After pause button has been depressed in MP, the game does not respond when user hits F12 to continue unless player uses [+] [-] keys to change the compression selection, first.
Player loses control of all units in the middle of a game.
These 145 behaviours do not appear to have been resolved by the 3.9.4 patch:
AAA fire
AAA guns are not limited by the altitude of the target and can even shoot down satellites.
Automatic contact classification
The true type classification of a contact is automatically revealed when it is designated hostile by the hotkey.
Group Nav Zone Settings
The Nav Zone settings for a Group are not adopted by the individual units forming that Group. i.e. If you order a TF to avoid Ship Threat Zone [A], the Group icon will avoid the Threat Zone but the individual ships of the Group will sail into the Threat Zone.
Work-around solution: Set the Nav Zone parameters for each unit individually.
Subs in groups
Subs joined with groups are automatically assigned a formation patrol zone on the ASW axis that cannot be changed or modified.
Hangar overload
It is possible to land many more aircraft than the hangar capacity allows.
If an AI unit finds itself inside the Minimum Launch Range of its weapons, it is unable to move away in order to fire its weapons.
MAD contact for ground facilities
The MAD detector is able to detect ground facilities.
ARMs cause planes to hang
Aircraft armed with Anti-Radiation Missiles and bombs will continue to hang over a target once the bombs are released if they have not fired their ARMs. This will occur even if ARMs cannot be fired at the target in question.
Weapon sometimes ignores range limitation and fires on targets outside of the range set by the Database. This can sometimes result in guns hitting targets 100s of miles away. Often, it occurs when the target is vaguely detected.
When a unit is travelling faster than the Maximum Allowable Launch Speed of the weapons it is carrying and tries to fire them, the weapon allocation table appears and the player is mistakenly given the choice of firing the weapon. The window no longer displays a warning message and restricts player from attempts to fire.
Aircraft without a "Full speed" throttle setting in the database are fully functional under manual control, but are unable to calculate a path to their targets under AI control.
Planes directly inserted ignore targets listed in strike missions. However, planes that launch on those same strike missions will obey the target strike list and not attack any target not on the list.
When playing Multi-player games, scenarios will end at incorrect times. One side gets a message that it has not fulfilled the ViConds and has lost. He is then kicked from the game even though there is plenty of time remaining. This occurs more often during "high" time compression rate (1:60+).
Use of the Unassign Hotkey command on groups will elicit an audible "ping". However, this audible cue is missing when the same command is issued to individual units.
Propulsion ranges do not import to the Reimer Editor properly. Ranges with a speed of Zero will not import even when those ranges are required for proper platform behaviour in units such as mines and false contacts.
Sanity check reports an error when a Quantity value >1 is entered beside a Weapons Record in either the Loadout tabel or the Magazine table even though this causes no problem for the game, itself.
Sanity check fails to report an error if the max altitude for the propulsion system is greater than the allowable altitude for aircraft. Maximum altitude for aircraft is 32,767m but maximum engine operational altitude value can be set higher.
Sanity check fails to account for different Ready Times in loadout table. Loadouts that have identical weapons with only differ in Ready Times are identified as 'duplicate' entries by the Sanity Check.
When Sensor menu [F9] is activated for individual units or groups, all default values are Zero. Previously, the default values were 1 min Active followed by 5 minutes Passive for all types of sensors. Proper default values of 1min/5min appear if a group of separate units are "drag-selected" and then the F9 hotkey is depressed.
Damage changes aircraft ready time instead of destroying them. Planes are given a ready time of 0:00 but they never become ready unless player uses F6 to change them to Ready status.
Formation patrols ignore axis when assigned patrol zones in the Formation editor. Most often, the patrols appear offset from the actual Threat Axis. i.e. if the Threat Zone is pointing North and a Patrol zone is assigned to it, the ship may take up a patrol zone 90 degrees off the intended placement. This occurs primarily in multi-player games, but has been reported in SP (by Shemar), too.
Patch installation creates duplicate AALog.opt file if AALog is already enabled at time of installation procedure. (Originally reported by Freek Schepers)
UnRep process is conducted concurrently and not consecutively. If all items take 1 second to transfer, 1000 items can be transferred in a single second if they are all different items.
Ghost sessions in MP continue to run after all players have left the session. This ties up processing power as the sessions do not usually expire on their own.
When a group climbs, the speed will increase to the default speed for that altitude band even though user has previously entered a different speed. (Originally reported by JChiecchio)
"Every time i attempt to make an alteration to a platform commision dates like the Astute class in the countries tab and then then go to save countries list next time i enter the editor every country that was in the list has been deleted no matter what I try" (Originally reported by Grimtore)
These 69 behaviours have been reported since the 3.9.4 patch release:
Mission delay times are calculated (absolutely) from the start of a scenario and not from the time at which they are created (relatively) (Originally reported by DWReese)
When switching between a Map window with Unit Display enabled to a window with Group Display toggled, the user will not be able to centre on the position of the unit selected because the Unit Display has not been toggled for that window
Once a saved game name was used, the File Save command should have simply used it and overwritten the previous saved game file. Instead, a new Saved game file is created using the original *.SCN name as a prefix and *.SAV suffix. (Originally reported by Morphin)
Ghost sessions in MP continue to run after all players have left the session. This ties up processing power as the sessions do not usually expire on their own.
200kton Siren missile on the Charlie sub only destroys targets within half a mile and does damage up to 2 miles (5%). In 3.6 it did damage up to 15 miles (1%). By my estimation, the range of effects on ships and ground targets is down by factor ten compared to 3.6 (Originally reported by Freek Schepers)
Plane will launch on Recon mission, be unable to plot a path to RefPts, circle for awhile, and then RTB with 9hrs endurance remaining (Originally reported by Freek Schepers)
CVH will rendezvous with ship and player can order weapons for transfer, but none will be moved over (Originally reported by Freek Schepers)
These 27 behaviours have been specifically created by the 3.9.4 patch release and do not exist in any previous versions:
AALog does not match Evaluation
AALog expenditures does not match expenditures reported in post-game Evaluation
Crash server while starting MP game
Scenario and server will crash after 30 seconds
Crash starting MP session
Scenario never finishes loading and crashes server
CTD on load
CTD while attempting to load saved game
CTD on load II
CTD while attempting to load saved game II
Ferry mission traps plane upon expiration
P-2H Neptune displays assignment to "A Mission" and cannot be re-assigned to any other mission
File-Save uses original scenario name
Once a saved game name was used, the File Save command should have simply used it and overwritten the previous saved game file. Instead, a new Saved game file is created using the original *.SCN name as a prefix and *.SAV suffix. (Originally reported by Morphin)
Generic strikes seek additional targets 3
Bombers will strike N, then S, then W and hang there
Ghost sessions in MP II
Ghost sessions in MP continue to run after all players have left the session. This ties up processing power as the sessions do not usually expire on their own.
Ground strike fails to execute
Ground strike fails to execute with 3.9.4 but has no problem firing in 3.9.3
Group Communication Centre message
Group report shows "Group Communication Centre" after the first unit within the group
Map depths arbitrarily changed
Map depths in 3.9.4 are different from depths in previous versions (Originally reported by Freek Schepers)
Nuke yields minimalized
200kton Siren missile on the Charlie sub only destroys targets within half a mile and does damage up to 2 miles (5%). In 3.6 it did damage up to 15 miles (1%). By my estimation, the range of effects on ships and ground targets is down by factor ten compared to 3.6 (Originally reported by Freek Schepers)
Planes cannot accept mission
Planes cannot accept mission even though they are not intended for immediate launch
Sub ignores speed order
Sub is ordered to rise to the surface and run at 10kts, but only makes 5kts when it reaches the surface
Superfluous line in display
Superfluous blank line appears in weapons display for loadout list
Super-imposed Tutorial menu
Tutorial menu has items super-imposed on one another
Time compression cancels attack
Enemy flight appears on screen and circles, but never attacks unless time compression is increased before start of scenario
Torpedoes ignore wire-commands
Torpedoes fired on Bearing-Only Launch ignore depth command changes even though linked by control wire
Unable to re-start MP
Once MP game is on Pause, player is unable to re-start
Unassigned SSMs no longer fire
Unassigned SSM battery would fire in 3.9.3, but will no longer do so in 3.9.4
Weapon never hits III
Weapons that hit in 3.9.3 will never hit target in 3.9.4
Weapons unaccounted for in WeaponStatus
Weapons Status log will display discprepancies between weapons fired launched and their fate
WeaponStatusLogs always active
Weapons Status AALogs are always active even if AALogs have been disabled by the Config Launcher
Fighter cannot intercept for re-fueling
Fighter circles tanker but never accomplishes operation
Weapon never hits in 394 II
Weapons that hit in 3.9.3 will never hit target in 3.9.4 (Originally reported by Juramentado)
Weapon never hits
Weapons that hit in 3.9.3 will never hit target in 3.9.4
UnRep not possible in MP
CVH will rendezvous with ship and player can order weapons for transfer, but none will be moved over (Originally reported by Freek Schepers)